AoeStats
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African Clearing

510925773Analyzed
3v3 RM · 6h ago on Oct 3, 2026· 36m 28s· 6 players
Game mode
Random Map
Map size
Normal (6 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇺🇸 Magyars · United States
1057
+14
🇨🇦 Malay · Canada
1039
+15
🇨🇦 Varangians · Canada
1023
+15
🇦🇺 Franks · Australia
1024
-15
🇨🇴 Mongols · Colombia
1009
-15
🇨🇴 Armenians · Colombia
999
-14
Player eAPM Actions Feudal Castle Imperial Opening
32 1,176 13:47 17:58 — ⛏ Fast Castle
30 1,095 14:10 22:30 — ⚔ Drush into Archers
19 683 12:39 22:47 — ⚔ Scout Rush
18 668 14:22 27:13 — ⚔ M@A FC
18 646 15:05 19:34 — ⛏ Fast Castle
13 476 14:12 25:55 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,475 4,270 2,285 2,250 16,280 17,433
5,575 5,588 3,445 980 15,588 15,276
5,740 5,300 2,350 1,300 14,690 15,500
6,530 5,074 875 1,610 14,089 16,838
5,220 2,215 1,860 1,625 10,920 11,657
4,550 2,560 300 770 8,180 7,851
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number. Age times are when the player reached the age (hover for the click that started it). Openings are inferred from early production and building placement, and are omitted when unclear. The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled. Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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